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Diffstat (limited to 'src/render/shaders/gl3/phongalpha.frag')
-rw-r--r-- | src/render/shaders/gl3/phongalpha.frag | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/src/render/shaders/gl3/phongalpha.frag b/src/render/shaders/gl3/phongalpha.frag new file mode 100644 index 000000000..6c18ae407 --- /dev/null +++ b/src/render/shaders/gl3/phongalpha.frag @@ -0,0 +1,46 @@ +#version 150 core + +// TODO: Replace with a uniform block +uniform vec4 lightPosition; +uniform vec3 lightIntensity; + +// TODO: Replace with a struct +uniform vec3 ka; // Ambient reflectivity +uniform vec3 kd; // Diffuse reflectivity +uniform vec3 ks; // Specular reflectivity +uniform float shininess; // Specular shininess factor +uniform float alpha; + +in vec3 position; +in vec3 normal; + +out vec4 fragColor; + +vec3 adsModel( const in vec3 pos, const in vec3 n ) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + vec3 v = normalize( -pos ); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect( -s, n ); + + // Calculate the diffuse component + float diffuse = max( dot( s, n ), 0.0 ); + + // Calculate the specular component + float specular = 0.0; + if ( dot( s, n ) > 0.0 ) + specular = pow( max( dot( r, v ), 0.0 ), shininess ); + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ( ka + kd * diffuse + ks * specular ); +} + +void main() +{ + fragColor = vec4( adsModel( position, normalize( normal ) ), alpha ); +} |